Ahh... but as a wise sage named Dave used to say:SAVE THE DESSERT FOR LAST!
Life is Uncertain; eat Dessert first!

So, where then does the RDM and DRG/LCR fit in this scheme of yours?
Ahh... but as a wise sage named Dave used to say:SAVE THE DESSERT FOR LAST!
Life is Uncertain; eat Dessert first!
Hmm... difficult to say, really. Spells in IV could be split to affect a group no matter what tier. -aja is above -aga in terms of power. Beyond that, there's really no difference.
It could be comparable to Fire 4 and such from Tactics, I imagine.
I am rather intrigued by this concept...
I don't disagree with overlap in spell lists. Though I imagine that the base list of blue spells should be relatively distinct from the other lists... white wind and mighty guard are almost solely within the realm of blue magic, and I wouldn't want to see them in the other colors.
I wouldn't call it non-essential, it's almost as quintessential in FFs as the black mage, at this point. But I'll look for it when you start working on the monsters.
Kamikaze Midget said:Oh-ho! Good to know...I'll see what I can do about messin' with that high tier of spells.
One of the (IMHO) awesome things about callers is that they will learn a small, customized spell list based on what orisha they can summon. Those who summon ifrit and shiva will learn fire and ice spells, those who summon Boko will learn speed and air spells, those who summon Anima will learn some dark and water magic, etc. This will slightly reflect the mechanic from FF6 where the summon taught you magic, and help give those who love the materia system something of a fix.A caller can summon about 15 total orisha, so he'll have about 15 themed lists of spells he can use.
Right, each magic will be MOSTLY distinct from the other (with the obvious exception of Red). Aero just happens to be one of those situations where they overlap.
Hehehe, "non-essential" in terms of a balanced party. Now that I have the base system pretty well complete, I want to be sure to add the typical four classes (tank, healer, blaster, and scout), monsters, awards, all the things that make a game playable.
There's no denying that the blue mage is pretty key for some distinct FF flava.![]()
I don't know. Like the Dragoon, the blue mage is certainly one of the distinctive (if you can't really say "unique" anymore) FF jobs, but it does not occur with a frequency to say it is really "essential". Obviously, though, it is these classes that help maintain a level of continuity/flavor that scream to the players "This is FF!", so I am very glad KM is including them. As to the blue mage, I am more interested in it as a GM than as a player, though I think I do have one player at my current table that would jump on the blue mage in less than a heartbeat were it availableI wouldn't call it non-essential, it's almost as quintessential in FFs as the black mage, at this point.
I noticed (or, I think I noticed) that you listed an Engineer class. I'm curious as to how you're going to handle technology, as the only FF to have actual technology was VI, and Edgar's tools were rather limited in scope. The other FF to come close was X, with the Mix and Use abilities, but again, those were rather limited in scope.
The Returners have a rather interesting system, but I am uncertain of how well it would port to d20.
If you're interested in other tid-bits of FF lore, I'd be willing to help out. I've played every FF in existence (even the XII demo - I look forward to that one ), and am only three away from finishing all of them.
Of course, since you're undertaking this project, I imagine your track record with the series is probably comparable.
I don't know. Like the Dragoon, the blue mage is certainly one of the distinctive (if you can't really say "unique" anymore) FF jobs, but it does not occur with a frequency to say it is really "essential". Obviously, though, it is these classes that help maintain a level of continuity/flavor that scream to the players "This is FF!", so I am very glad KM is including them. As to the blue mage, I am more interested in it as a GM than as a player, though I think I do have one player at my current table that would jump on the blue mage in less than a heartbeat were it available
I was under the impression while playing FFX, that the Ronso people were pretty much *soaked* (maybe a bit exaggerated there) in Blue Magic - The party Blue Mage was a ronso, those two ronso's that Kimahri has to fight to reclaim his honor (or whatever, lol) had several blue magic spells that you could Lancet off of them, etc...
So, I was rather surprised to find no mention at all of Blue Magic in your Ronso Tribe description (other than some vague spiritual things, which can mean anything).
Was this a conscious decision? If so, what was the reason to divert them from Blue Magic?
Second thing.. What would Nanaki/RedXIII and Seto (FFVII) be in your system? They're some of the coolest beings in FFVII, I'd say (and just as rare as the cetra, for that matter).
Hmm.. Now that I'm writing this, I reminded myself of some other beings. What about those two sort of beings from FFVIII? Can't really remember the names of them, but I'm talking about those red little beings that like Laguna (and lick blood, was it? hmm), and those artisan people that live in that town underneath the ground.
Just curious how those those three would be handle, and such, as I was seeing more FFX/FFXI/FFTA/maybe FFCC? (haven't played that one) stuff than anything else - bit off balanced in that regard.
Kamikaze Midget said:The "Steal X" line of abilties are going to be granted thief abilities that will mostly work off of an Agility check. The "Fingers" skill allows anyone to grab a few coins or hide a dagger. The Steal abilities are basically walking up to a target in combat and just grabbing what you want. Steal GP, Steal Heart, Steal Weapon, Steal Clothes, Steal Abilities....lots of cool potential.
So, where does slight of hand fit into all of this, if at all? Or bluff, for that matter?
Kamikaze Midget said:In the "implied setting," I'm trying to take an Eberron-style "A place for everything" kind of philosophy. Thus, there are areas (like where the lufenish live, in the big cities, where the moogles tinker, where the genomes are made) where technology is at a near-sci-fi level, something out of VII or VIII or even, by the looks of the trailer, XIII. To have FF without hints of technology is nearly an anathema to the series....IV had robots and space ships, even the first one had space-time warps. Blending a bit of steampunk/techpunk with the fantasy has been pretty essential to a lot of the series.